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https://github.com/hajimehoshi/ebiten.git
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2da56c00c8
Updates #2714
52 lines
1.6 KiB
Go
52 lines
1.6 KiB
Go
// Copyright 2020 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package graphicscommand
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import (
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"context"
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"github.com/hajimehoshi/ebiten/v2/internal/thread"
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)
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var theRenderThread thread.Thread = thread.NewNoopThread()
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// SetOSThreadAsRenderThread sets an OS thread as rendering thread e.g. for OpenGL.
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func SetOSThreadAsRenderThread() {
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theRenderThread = thread.NewOSThread()
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}
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func LoopRenderThread(ctx context.Context) {
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_ = theRenderThread.Loop(ctx)
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}
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// runOnRenderThread calls f on the rendering thread.
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func runOnRenderThread(f func(), sync bool) {
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if sync {
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theRenderThread.Call(f)
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return
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}
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// As the current thread doesn't have a capacity in a channel,
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// CallAsync should block when the previously-queued task is not executed yet.
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// This blocking is expected as double-buffering is used.
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theRenderThread.CallAsync(f)
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}
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func Terminate() {
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// Post a task to the render thread to ensure all the queued functions are executed.
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// This is necessary especially for GLFW. glfw.Terminate will remove the context and any graphics calls after that will be invalidated.
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theRenderThread.Call(func() {})
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}
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